public override void Collide(GameNode node) { ParticleEffects.TriggerExplosionSquaresSmall(this.Position); this.TakeDamage(node.Health, node); //if (Player.AIControlled) // node.TakeDamage((int)(this.Damage / 2), this); //else node.TakeDamage(this.Damage, this); }
private void LaserDamage(TimeSpan gameTime, GameNode target) { if (Player.Ship != null && target != null) { laserDamageTime += (float)gameTime.TotalSeconds; if (laserDamageTime >= 0.25) { target.TakeDamage(5, Player.Ship); } if (target.Dead == true || target.Health <= 0) { Player.Ship.laserDefence--; ParticleEffects.TriggerExplosionSquaresSmall(target.Position); } } if (laserDamageTime >= 0.25) { laserDamageTime = 0; } }
public override void Collide(GameNode node) { if (!this.parentShip.Invulnerable && !node.Invulnerable) { int nodeHealth = node.Health; if (this.Health < 0) this.Health = 0; if (this.Health > 0) { node.TakeDamage(this.Health, this); this.TakeDamage(nodeHealth, node); base.Collide(node); } } }
public override void Collide(GameNode node) { if (Player.EnemyPlayer != null && !Player.EnemyPlayer.isInvulnerable && !node.Invulnerable) { int nodeHealth = node.Health; if (this.Health < 0) this.Health = 0; if (this.Health > 0) { node.TakeDamage(this.Health, this); this.TakeDamage(nodeHealth, node); base.Collide(node); } } }
public override void Collide(GameNode node) { ParticleEffects.TriggerExplosionSquaresSmall(this.Position); this.TakeDamage(node.Health, node); node.TakeDamage(this.Damage, this); }
public override void Collide(GameNode node) { int nodeHealth = node.Health; node.TakeDamage(this.Health, this); this.TakeDamage(nodeHealth, node); }